March 11, 2017
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I’ve known that I’m terrible at art for a pretty long time. I have a few issues with regarding pixel art. I’m indecisive as hell. I’ll rework the same few pieces countless times before I leave them alone, but then I’ll go back and hack them up again. I’m also pretty sad when it comes to color picking, there are a few go to colors I like to use and I just try and hash it together to make it somewhat…. nice. One other thing, I just don’t get enough practice. All of it is mainly my own fault, but it stems down to my indecisive nature. If I sat down and had a plan (which I definitely need more of), I could attempt more and get better.
I should also mention that I have a problem with shading/texture. My original plan for the game is to have a ‘clean’ look. So, lack of dithering and all that crap is going to be non-existent, for now. I truly understand this is going to hamper the look of the game, and will indeed turn people off of what I’m going for. However, this is my thinking, I see too many indie games (RPG Maker) that are either square-y or have a terrible mismatch of tiles. I’m hoping to avoid such a thing with everything having my own style.
Here’s where I’m at, yes, it’s not much, but there’s more going on under the hood and other prep that this screen doesn’t show.
The sprite is animated and can walk around freely. Now we’ll talk about the key things missing from the area. First obviously is the clutter and ‘decorations’ that fill up the rooms and such. Next is the obstructions and collisions. Of course the menu displays/HUD are also missing, but here’s my arguments for lack of showing at the moment. Remember my indecisiveness? That’s playing a key role at the moment.
So, for the menu I’m stuck between two ideas at the moment. A fast, easy inter-changeable items al-a Metal Gear Solid type (when you use the bumper buttons to navigate through your inventory), or a traditional, press the escape button and full up menu displays with different categories. The main reason I’m tipping towards the latter is that I can limit the number of required keys to be used. If I go with the former (MGS style), I’ll need to activate two additional keys. I’ve toyed with the idea of only using one action button, but it’s just that, toying around with the idea.
Can someone kill my indecisive nature?
October 28, 2013
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That was an exceptionally long two months. It felt like I was on an island. Oh well, all is good. I have a new job and I passed my schooling. The question is, how long until I have to go back, who knows actually. In less than a year any way! Its not now and won’t be for a little while. Thankfully. It was two months solid of brain activity. Now back to realizing I’m out of shape.
Now I’m off crushing bugs in CCCCC! I’ve killed off a couple already and currently working on a couple more that I’ve overlooked. I’m also in the process of adding a couple of needed features, mainly roll statistics graphing (so you can see how weighted the rolls have been) and a better turn indicator. I’ve noticed when I’ve been debugging that I find it hard to remember who’s turn it is after I’ve done some notes.
Anyway, back to the cave!
May 17, 2013
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I flew out of the gate working with Canasta to begin with, but as the finish line showed its beautiful head, I decided to take a quick break to freshen up the noodle a bit. I started up production on MouseTrap. I made up a HUD and some basic controls. After I hit a little bit of a mental block, I re-opened up Catan. I miss playing that game. Damn it. I gotta call the boys up for a sit down game. Or… I guess I could finish this?
I need to re-focus and finish something!
September 8, 2009
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I tinkered around with Sphere today and parts of yesterday to bring you the hud for the game, I think its got a nice taste of retro and a nice helping of modern look to it. Probably stay for awhile. I still have to draw the spriteset (obviously its just a place holder), add in the items in the key spots, and do the life bar, money and cards areas. After the hud (heads up display) is done, I can work on inputting the animations for the character, putting in the menu to select items and start on the basic ABS of the game. Character movement is already done thanks to Flik and his 4-way movement script.
I’m also tempted to start up a version of “Let’s Play ____”. Its basically a little play-by-play of a game with screen shots and captions. I’m still thinking about which game I’d like to detail, preferably a game I haven’t tackled either at all, or not in a long long time. We’ll see how it progresses.